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Hakkerstiwwel
2005-11-23, 17:46:39
Habe mir mal erlaubt die fast komplette erste Seite zu uebersetzen, falls noch jemand mitmachen moechte, bitte melden, ist ein Knochenjob

Two years have passed since the DeltaChrome introduced S3’s Columbia Design. After Cebit 2005 S3 has readied a Columbia Refresh aka GammaChrome and recently announced a second refresh called Chrome-2x-Series. The purpose of this article is to show what has happened since then at S3 and how the future should look for the ambitious company looking to be the 3rd Power in the Graphics Industry.
Current Market Situation
Before heading on to the technical aspects, we will take a look at the actual current sales situation of the DeltaChrome. For this purpose during CEBIT we spoke to Steffen Bruch, Club-3D’s European Channel Manager. Steffen’s task is to define which, and at which price, products may be marketed in Europe. According to his words sales of XGI’s Volari products, mainly the V3XT, are outpacing by far sales of S3’s DeltaChrome series.
As reason of this he indicated that, although XGI’s products are by no means superior to S3’s, there is a broader palette of products, which on top are better available than S3’s offerings. Although on paper S3 may have interesting and good selling products for a number of markets, they are virtually not available. The targeted markets (LowCost and Lower Mainstream) require above all Cards at bargain, and, possibly, a TV-tuner.
Here S3’s problems start. It has already been noted in the past that the time to market from presentation to delivery by far exceeds the tolerable time frame. The products simply arrive too late to be competitive.
As an example: the DC was announced in the beginning of 2003, when it hit the shelves in Asia/US and Europe it was 1 resp 1 ½ years later. In order to remain competitive with its product, S3 had to sharply cut the selling price.
One year ago the DC refresh GammaChrome was announced. Even in Asia you can only buy this product since around June and in Europe it remains unavailable up to the current day. Even worse: this statement is only true for the one quadpiped S18. The S19 which features two quadpipes had been rescheduled to End 2005, and will be replaced even before appears by the Chrome-2X-Series.
There is even a potential threat Crome-2X’s mass availability may be delayed up to the point that when it will finally kit the shelves it will no longer remain competitive. After all the competition already has fast mainstream chips which feature two quadpipes since more than one year. nVidia has demonstrated recently that even complex designs are feasible with older production processes and that the time to market may be decreased considerably. Maybe S3 should have used TSMC’s 110nm process for S19 as well to ensure (at least for once) timely delivery.
Why are such popular chips like f.i. the Omnichrome with its integrated TV function not available for a manufacturer like Club3D? Why are, generally speaking, all interesting S3 products delayed? We believe that Fremont (Ca, S3’s HQ) simply has not sufficient liquidity to its disposal to order a bigger charge of Chips with a foundry.
Before you can make money you have to do an investment. This is a common truth. S3’s parent Via Technologies, which controls her subsidiary’s cash flows, seems to be at the origin of the problem. S3 should earn money without investing, so there is not much they can do to change the situation.
The situation has actually even worsened to the extend that Club-3D is reevaluating their commitment to further sell S3 products in Europe. As they are the sole provider of these Chips, this would mean the final end of S3 products in Europe. Although Club-3D still advertises two products based on old S3 chips on its website, these are no listed in any shop at all. We do have serious doubts if they will offer Chrome-2X based products at all once the chip will be available.
There is a different problem for S3: worldwide there are not enough card manufacturers which produce cards based on their products. Club-3D is the only important one. In order to solve this problem S3 is now manufacturing its own PCBs for the US market. This measure is of course of no help as long as there are simply no available chips.
One thing can be taken for granted: as long as the problems with the availability are unsolved, there is no hope to see further improvements from S3 despite their relatively fine design. With the nextgen WGF2 Chip code named “Destination Films” things may start to improve. There are 2 Development teams with a total of 350 engineers, new simulators and more knowhow. In our opinion the design should not become an issue here- let s hope that the production of chip will not fail due to a lack of available funding.
In what concerns the end user things look brighter. Since several months S3 are running their Chromezone where Dc and GC users can report errors and bugs, and which features a list of available compatible games. As well S3 is cooperating closely with game producers, so that DC owners can in the meantime play nearly all available games. This has not always been the case.
Finally we like to like one big issue: the contact with the press. If you wish to sell graphics card, the best and less expensive way to do so is to make the product known to and appreciated by the potential buyers via a test in the press. S3 should quickly remedy this situation, as the only available reviews of S3 products are coming from the far east.
To summarize: S3 must quickly gain market share. This is only possible by offering a broad product range which is available to the customer as well. In our view the design fits the needs of the targeted markets.
The Technical Developments
In a previous article we already highlighted the strong points and the weaknesses of the DC Design. In order not to make this article a prerequisite to understand the following, we would like summarize the characteristics in the following bullet points:
- bandwidth is scarce
- good rawfillrate
- moderate clock speeds
- average Pixelshaderpower
- below-par Vertexshader throughput
- angle independent anisotropic filter
- Sumpersampling AA with limited usability
- weak Z-/Stencil throughput
- good EarlyZ/Culling capacities
- not subdivided, therefore inefficient memory controller
- low power consumption
- driver causes high CPU usuage
In the meantime a conversation coupled with a few investigations has given us new evidence on the Columbia Architecture.
The DC Refresh named GammaChrome has already been announced a year ago. Contrary to our first thoughts that this would simply be a PCI-E port of the DC, it is has become clear in the meantime that GC is a full refresh of his elder sibling.
The main impacts occur during the rendering process: The DC pipelines are relatively inefficient. According to S3 both Quadpipes have to render into the same triangle, which holds back performance mainly when a high number of polygons (resulting in small triangles) has to be rendered. DC consequently has an enormous amount of fillrate- and pixelshader – clipping.
nVidia and Ati are much more efficient in this regard: they use a much more sophisticated control logic. GeForce chips split the image into so-called Quadbatches. A Quadbatch is a square with a side length of 32 pixels, its orientation in the image may be freely defined. Radeon chips split the image into a fixed Grid which consists of tiles with a size of 16x16. Then each quadpipe renders its part of the total number of tiles. What both solutions have in common is that each quadpipe has its own reserved part where it may render.
Voices say that this deficit has been removed with GC. Apparently the control logic has been modified in so far that each quad pipe can now render into its own triangle. The exact specifications are however unknown to us for the time being.
Pixelshading has been revamped as well: according to S3 Graphics the ALU can now perform a FP16 operation during one single clock cycle, an FP24 op requires two cycles. We could prove this statement during our Shadermark tests, in game benchmarks, however up to now no benchmark could profit from the PP_flags. It seems like pixelshaderpower is no bottleneck for DC. With GC each pixelshader’s ALU is now full speeded, which means that FP24 ops can now be executed within one clock cycle as well.
In our previous article (available in German only) we erroneously believed that one texture operation would block the pixelshader ALU for a full clock cycle. Now it seems that the DeltaChrome’s texturing unit does not fetch the texture-coordinates via the ALU’s crossbars. Hence DeltaChrome is capable to perform one texture- and one arithmetic operation per clock cycle. With the introduction of GammaChrome each pixelshader ALU is not “full speeded” with the consequence that now as well FP24 as FP16 operations may be executed during one clock cycle.
Beneath this the number of registers has been augmented, this step raises the pipelines’ efficiency. Unfortunately we do not have any details concerning the exact nature of the changes, but we strongly believe that the ALUs now support an increased number of special functions, or that simply a few “mini-ALUs” have been added. GammaChrome’s shaderpower per pipeline and per clock cycle seems to have risen by a considerable amount.
edit:
1ste Seite fertiggestellt

Banshee18
2005-11-23, 18:15:29
Ich versuche mich gerade an Seite 3. Wie ist der englische Begriff für "Steuerlogik"?

Hakkerstiwwel
2005-11-23, 18:21:30
Ich versuche mich gerade an Seite 3. Wie ist der englische Begriff für "Steuerlogik"?
Hab ich mich auch gefragt..aus dem Grunde habe ich den Begriff umschifft. Versuche aber noch draufzukommen.
edit: core logic?

Banshee18
2005-11-23, 18:56:30
Ich habs mal mit control logic übersetzt. Mein Text wird eh den ein oder anderen Fehler enthalten, da ich nur auf LK-Englisch zurückgreifen kann. Ich hoffe, dass ich trotzdem den Profis ein wenig die Arbeit erleichtern kann. =)

Banshee18
2005-11-23, 20:25:58
Succeeding a short summary of past, current and announced graphicchip of S3:

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With Chrome-S2X-series, S3 Graphics enhances the Columbia Design a lot once more. The main focus of this architecture is completely clear (?) arithmetical power and less texture efficiency. S3 recognized processing of a control logic of quadpipelines being too cost-intensive and time-consuming for Columbia and focuses on only one quadpipeline, high efficiency and high clocks. Unfortunately, Shader ALUs of Columbia Architecture are not able to do Co-Issue till today, what costs needlessly lots of power.

Despite of some weaknesses, S3 Graphics earns our respect for consequent twice expansion of an existing architecture. According to first benchmarks on internet, the flagship of Chrome-S2X-Series, Chrome S27, is similarly powerful like Geforce 6600 DDR2 and Radeon X1300Pro - a real competitive result.


Performance examination DeltaChrome GammaChrome

Because we do not dispose of GammaChrome S18 sample despite continuous efforts, our analyses had to get by with results of Beyond3D and our own additional tests of DeltaChrome S8. Only synthetic tests had been (?) examined, which show relative system-autonomus comparable results. However, this results are no guarantee without own testsamples.

One thing, we anticipate: Despite only half the pipelines, GammaChrome S18 is faster than DeltaChrome S8. What´s responsible for that? Are only the above called chip-internal improvements responsible? To figure this out, we have to take again a closer look at some things. Therefore, we examine GammaChrome S18 Nitro: It is operated with (?) 450 Mhz core- and memoryclock, unlike DeltaChrome S8 with 300/300 Mhz.

When you calculate rawfillrate of both graphicchips, DeltaChrome S8 has got approximately one third more of it. However, DeltaChrome can use this fillrate in very rare cases. First because of the above described cutting (?) concerning quad-pipeline-control-logic, secondly because of much too less bandwidth.

On the other hand, GammaChrome does not suffer from this problems. It has got about 50% more bandwith, that it can use thanks to its twice-divided memorycontroler more efficiently. Effective fillrate of GammaChrome S18 should subject to situation (size of triangles, number of texturelayers) be equal or even be higher than those of DeltaChrome S8.




Hier mal ein kleiner Anfang, mehr folgt morgen.

Edit: Kann mal bitte jemand schauen, ob das überhaupt zu gebrauchen ist?!?

Hakkerstiwwel
2005-11-24, 09:16:13
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Edit: Kann mal bitte jemand schauen, ob das überhaupt zu gebrauchen ist?!?
Yup, passt schon..ein paar kleine Aenderungen und gut iss...Ich begebe mich in Zwischenzeit zu page2

zeckensack
2005-11-24, 09:43:25
Seite 1, Hakkerstiwwel plus sanfte Korrekturen, Ergänzungen, Formatierung.


Two years have passed since the DeltaChrome introduced S3’s Columbia design. After Cebit 2005 S3 has readied a Columbia refresh aka GammaChrome and recently announced a second refresh called Chrome 2x series. The purpose of this article is to show what has happened since then at S3 and where the aspiring 3rd power in the graphics industry is headed.


Current market situation


Before heading on to the technical aspects, we will take a look at the actual current sales situation of the DeltaChrome. For this purpose at CEBIT we spoke to Steffen Bruch, Club 3D’s European channel manager. Steffen’s task is to define which products may be marketed in Europe, and at what prices. According to him sales of XGI’s Volari products, mainly the V3XT, are outpacing by far sales of S3’s DeltaChrome series.


As reason of this he indicated that, although XGI’s products are by no means superior to S3’s, there is a broader palette of products, and with better availability than S3’s offerings. Although on paper S3 may have interesting offerings for a number of markets, they are virtually not available. The targeted markets (entry level to lower mainstream) require, above all, cards at bargain and possibly incorportating a TV tuner.


Here S3’s problems start. It has already been noted in the past that the time to market from presentation to delivery by far exceeds tolerable limits. The products simply arrive too late to be competitive.
The DC for example was announced in the beginning of 2003, and when it finally hit the shelves in Asia/US and Europe 1 year, or respectively 1 ½ years had passed. In order to remain competitive with its product, S3 had to sharply cut the selling price. The graphics cards market moves very fast after all.


One year ago GammaChrome, the refresh to DeltaChrome, was announced. Even in Asia you only have been able to buy this product since around June and in Europe it remains unavailable up to the current day. Even worse: this covers only the S18 with one quad pipe. The S19, which features two quad pipes, had been rescheduled to End 2005, and will now be replaced even before it appears by the Chrome 2x series.


There is even a potential danger that Crome 2x’s mass availability may be delayed up to the point that, when it will finally hit the shelves, it will no longer be competitive. After all the competition already has fast mainstream chips which feature two quad pipes since more than one year. nVidia has demonstrated recently that even complex designs are feasible with older production processes and that the time to market may be decreased considerably. Maybe S3 should have used TSMC’s 110nm process for S19 as well to ensure (at least for once) timely delivery.


Why are these chips with their good potential, such as the OmniChrome with its integrated TV tuner function, not available even for a card manufacturer like Club3D? Why are, generally speaking, all interesting S3 products delayed? We believe that Fremont (Ca, S3’s HQ) simply does not have sufficient liquidity at its disposal to order larger quantities of chips from a foundry.



Before you can make money you have to do an investment. This is a common truth. S3’s parent Via Technologies, which controls her subsidiary’s cash flows, seems to be at the root of the problem. S3 is expected to function without investments, so there is only so much they can do.


The situation has actually even worsened to the extent that Club 3D is re-evaluating their commitment to further sell S3 products in Europe. As they are the sole provider of cards with these chips, this would spell the end of S3 products in Europe. Although Club 3D still advertises two products based on old S3 chips on its website, these are not listed in any shops at all. We seriously doubt that they will offer Chrome 2x based products at all, once the chip becomes available.


There is a different problem for S3: world-wide there are not enough card manufacturers which produce cards based on their products. Club 3D is the only important one. In order to solve this problem S3 is now manufacturing its own PCBs for the US market. This measure can, of course, only work as far as there are chips.


As long as the problems with the availability aren't resolved, there is no hope for S3 to go anywhere, despite their relatively fine designs, that much is for sure. With the next gen WGF2 chip code-named “Destination Films” things may start to improve. There are two development teams with a total of 350 engineers, new simulators and more know how. In our opinion the design should not be an issue here -- let's hope that the production of chip will not fail due to a lack of available funding. After all, S3 needs to grab some market share to finally make the money they require to move the company forward.


Things are looking brighter in terms of end user support. For several months S3 have been running their Chromezone website where DeltaChrome and GammaChrome users can report errors and bugs, and there's also a list of compatible games available. S3 appears to also be cooperating more closely with game producers, so that DeltaChrome owners can now play nearly all available games. This has not always been the case.


Finally there's one aspect we need to complain about: contact with the press. If you wish to sell graphics cards, the best and least expensive way to do so is to make the product known and appreciated by potential buyers via visibility in the press. S3 should step their press relations up, as the few reviews of their products tend to be done in the far east, while any form of western media coverage happens just every few months at best.


To summarize: S3 must quickly gain market share. This is only possible by offering a broad product range with sensible availability. In our view the designs themselves do fit the needs of the targeted markets nicely. S3 has a good chance to be successful with "Destination Films" if they get their act together beyond the chip design.


The technical progression


In a previous article we already highlighted the strong points and the weaknesses of the DeltaChrome design. In order not to make this article a prerequisite to understand the following, we would like summarize the characteristics in the following bullet points:
- bandwidth is scarce
- good raw fillrate
- moderate clock speeds
- average pixel shading performance
- sub-par vertex shader throughput
- angle independent anisotropic filtering
- supersampling AA with limited usability
- weak z/stencil throughput
- good early z/culling capacities
- unpartitioned and therefore inefficient memory controller
- low power consumption
- driver causes high CPU load

In the meantime a conversation coupled with a few investigations brought up some fresh architectural details of the Columbia architecture (we'll get there in a bit).


The DeltaChrome refresh named GammaChrome has already been announced a year ago. Contrary to our first thoughts that this would simply be a PCIe port of the DeltaChrome, it is has become clear in the meantime that GammaChrome is a true refresh of his elder sibling.


The major change is at the raster stage: DeltaChrome's pixel pipelines are relatively inefficient. According to S3 both quad pipes can only work on the same triangle. This means rather simplistic control logic but it holds back performance in scenes with high poly counts (resulting in small average triangle areas). Consequently a large portion of DeltaChrome's fillrate and pixel shading resources goes unused.


nVidia and Ati are much more efficient in this regard. They use a much more sophisticated control logic. GeForce chips split the image into quad batches. A quad batch is a square with a side length of 32 pixels, with arbitrary orientation in the image. Radeon chips split the image into a fixed grid which consists of tiles with a size of 16x16. Then each quad pipe renders its part of the total number of tiles. What both solutions have in common is that each quad pipe has its own "private" are of pixels to work on, and there can be no interference by another quad pipe.


Rumor has it that this deficit has been removed in the GammaChrome design. Apparently the control logic has been modified in so far as that each quad pipe can now work on a separate triangle. The exact specifications are however unknown to us for the time being.


Pixel shading has been revamped as well. According to S3 Graphics the DeltaChrome pixel shader ALU can only perform FP16 operations in a single clock cycle, while FP24 ops require two cycles. We managed to verify this statement during our Shadermark tests. However, in game benchmarks we haven't seen anything that could benefit from the PP_ modifier. It seems like pixel shader throughput really isn't much of a bottleneck for DeltaChrome. With GammaChrome each pixel shader ALU is now full speed, which means that an FP24 op can now be executed in one clock cycle as well.


In a previous article (available in German only) we erroneously wrote that a texture operation would block the pixel shader ALU for a full clock cycle. We now believe that the DeltaChrome’s texturing unit does not fetch the texture coordinates over the ALU’s crossbars. Hence DeltaChrome is capable to perform one texture operation and one arithmetic operation in parallel per clock cycle. ***


GammaChrome's register count has also been bumped up, to raise the pipelines’ efficiency. Unfortunately we do not have any details concerning the exact nature of the changes, but we strongly believe that the ALUs now support an increased number of special functions, or perhaps that a few “mini-ALUs” have been added. GammaChrome’s shading power per pipeline and per clock cycle seems to have risen by a considerable amount.


===============


Anmerkungen:
Dieser Satz ist schon im Original höchst blöd. Man sollte den evtl verkürzen auf
"Both S3 and XGI target the entry level to lower mainstream with an emphasis on the HTPC with their cards."
Oder besser gleich das herausbringen, was auch logisch in den umschließenden Text passen würde: Verfügbarkeit.
Die Stelle sollte auch in der deutschen Fassung mal überarbytet werden.

Dieser Absatz ist 'ne Nullaussage. Anstatt auf das eigentlich thematisierte Probleme "mehrere Dreiecke gleichzeitig" einzugehen, wird hier nur noch von der Quad-Unterteilung erzählt, aber die kann der DeltaChrome doch auch. Naja, übersetzen kann man ihn ja trotzdem ...

Fehlte. Wurde ergänzt.

Rhetorisch unfeine Wiederholung von "the situation" wurde umschifft.

***With the introduction of GammaChrome each pixelshader ALU is not “full speeded” with the consequence that now as well FP24 as FP16 operations may be executed during one clock cycle.
Ist 'ne Wiederholung und wahrscheinlich ein C&P-Fehler in der deutschen Fassung, denn der gleiche Satz stand schon im letzten Absatz.


Sonstiges:
Charge (http://opera.answers.com/charge) bedeutet in E nicht das gleiche wie auf deutsch bzw fränzösisch.
Clipping (http://opera.answers.com/clipping) bedeutet zwar "Abschneiden", resp "Abschnitt", aber nicht "Verschnitt". Dafür gibt's evtl ein sehr elegantes Wort, aber ich kenne es nicht.
"Voices say" -- ganz böse. Das wäre die Art von Stimmen die man hört wenn man irre ist.
Prove<=>Beweisen. Nachstellen ist jedoch was anderes. Habe mich für verify entschieden.
"Profit"!="benefit", ganz besonders als Verb.

zeckensack
2005-11-24, 09:44:35
Ich versuche mich gerade an Seite 3. Wie ist der englische Begriff für "Steuerlogik"?"Control logic" ist bestens.

Hakkerstiwwel
2005-11-24, 10:08:32
Seite 1, Hakkerstiwwel plus sanfte Korrekturen, Ergänzungen, Formatierung.


Two years have passed since the DeltaChrome introduced S3’s Columbia design.
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Tx 4 input. IMO holpert auch mein erster Satz ein bisschen. Hast du ggf auch hier eine Alternative?
noch etwas @ zeckensack
auf franzoesisch kann man "profiter de qqch" statt "beneficier de qqch" benuetzen, laut "Leo" kann man auf E ebenfalls "to profit from" als Synonim fuer "to benefit from" nehmen. Sicher hier?

zeckensack
2005-11-24, 11:51:59
Tx 4 input. IMO holpert auch mein erster Satz ein bisschen. Hast du ggf auch hier eine Alternative?Hmmm. Ist doch in Ordnung :|
Könnte noch einen bauen ...
"It has been two years now since S3 introduced the Columbia design in the shape of the DeltaChrome."
"In the shape of" ist etwas lyrisch, aber dafür sehr nah am Original. War keine Absicht :D

noch etwas @ zeckensack
auf franzoesisch kann man "profiter de qqch" statt "beneficier de qqch" benuetzen, laut "Leo" kann man auf E ebenfalls "to profit from" als Synonim fuer "to benefit from" nehmen. Sicher hier?Einigermaßen sicher. Ich habe auch gerade gesehen dass diverse Lexika die beiden als Synonyme verwenden, aber IMO sollte man da eine Sache trennen: profit ist absolut und benefit ist relativ. In etwa "to profit from [...]" <~> "etwas aus [...] machen" vs "to benefit from [...]" <~> "sich durch [...] (weiter) steigern".

Auf deutsch blöd zu erklären, weil man für "to benefit" (e) tatsächlich "profitieren" (d) sagen würde. Ich hoffe mal dass meine Überstzung von "to profit" klar macht, worauf ich hinauswill. Profitieren ist eben nicht per se einen Profit machen, sondern einen größeren Profit, einen Vorteil (ggü einem Bezugspunkt) zu haben. IMO.

Vielleicht mal nggalai fragen :|

Hakkerstiwwel
2005-11-24, 12:04:23
Hmmm. Ist doch in Ordnung :|
Könnte noch einen bauen ...
"It has been two years now since S3 introduced the Columbia design in the shape of the DeltaChrome."
"In the shape of" ist etwas lyrisch, aber dafür sehr nah am Original. War keine Absicht :D

Einigermaßen sicher. Ich habe auch gerade gesehen dass diverse Lexika die beiden als Synonyme verwenden, aber IMO sollte man da eine Sache trennen: profit ist absolut und benefit ist relativ. In etwa "to profit from [...]" <~> "etwas aus [...] machen" vs "to benefit from [...]" <~> "sich durch [...] (weiter) steigern".

Auf deutsch blöd zu erklären, weil man für "to benefit" (e) tatsächlich "profitieren" (d) sagen würde. Ich hoffe mal dass meine Überstzung von "to profit" klar macht, worauf ich hinauswill. Profitieren ist eben nicht per se einen Profit machen, sondern einen größeren Profit, einen Vorteil (ggü einem Bezugspunkt) zu haben. IMO.

Vielleicht mal nggalai fragen :|
"benefit" ist schon im Kontext mit dem Gesagten besser. Als Devisenhaendler habe ich allerdings eine ausgepraegte Affinitaet zu den "Profits", da diese einen direkten Einfluss auf die "benefits" haben :tongue:

Hakkerstiwwel
2005-11-24, 15:14:05
Seite 2 bis AA included, und Feierabend fuer heute

Chrome-2X Series can even top this: per pixel pipeline it features two pixel shaders. According to information we received these ALUs are the same as their counterparts used by the GammaChrome Series. With GammaChrome and the Chrome-2X Series, S3 follows the recent trend in the pipeline development, where arithmetic power is preferred against pure texturing capacities.

A closer inspection of (DeltaChrome’s) anisotropic filter revealed us two serious issues. The first is that trilinear filtering seems not to work in combination with the anisotropic filter. As a consequence there is only bilinear anisotropic filtering which may lead to annoying MIP banding. According to information received from Beyond3D, this issue has not been fixed with GammaChrome.

The second unpleasant issue is the anisotropic filter’s tendency to produce texture shimmering when applied on high-frequency textures. The trilinear filter does not produce this kind of artifacts. As soon as the anisotropic filtering is applied on high-frequency textures, these tend to produce shimmering and Moiré patterns.


The floor in the back-end shows a visible Moiré pattern. Animation still aggravates the issue.


A positive LOD (Level of Detail) improves the situation, but on the other side reverses the anisotropic filter’s effect to sharpen the textures. As we do not have any GammaChrome test-sample, we are not in a position to confirm if or if not the shimmering issue has been resolved with the latter.
As mentioned before, DeltaChrome uses Sparsed Grid Super Sampling Anti-Aliasing (SGSAA) which can be used with 2, 5, or 9 samples. SSAA, which is used in all Columbia products, (bin mir bei der Uebersetzung nicht ganz sicher, da AFAIK SSAA nicht unbedingt eine Oversampling Variante sein muss) renders the scene internally at a higher resolution. As an example 1.024x768 with 2xSSAA is the result of rendering the scene internally with 1.024x1.536 or 2.048x768 pixels, and the image is scaled back to 1.024x768 during the output. As the maximum rendertargetsize is restricted to 2.048x2.048 it is obvious that the number of usable AA modes at higher resolution is capped.

In practice however the repercussions are limited as DeltaChrome’s performance anyhow is not sufficient to produce playable frame rates with the higher (5x or 9x) SSAA modes. A look at the subpixel pattern, coupled with the uneven AA modes in connection with the maximum rendersizetarget, however triggered some serious thinking from our side. The implementation of SGSSAA on a graphics chip is extremely painful and transistor consuming. It makes absolutely no sense to torpedo this investment by a limitation of the maximum rendersizetarget. Besides, the subpixels are distributed in an atypically even way.

This all implies that as a matter of fact DeltaChrome does use an ordered grid only. In our view DeltaChrome simply rotates the scene by the desired angle around the Z-axis and then renders it. The subpixel sampling of course remains unchanged. After the scene has been rendered the pixel shader rotates the scene back into the original position, which in practise results in a sparsed grid. The drawback of this procedure is a substantial overhead which once again results in a performance loss.



Our investigations revealed still another bug: since the release of the G1 driver there seems to be an error in the above procedure used to rotate the grid.


The orientation of the resulting subpixel pattern is now suboptimal. Both samples can now be found exactly on the pixel’s border and are overlapping between the two adjacent pixels. At the first glance the pattern looks like a 4 sample one. Only if you take a closer look you can see that this is indeed not the case, but the samples are overlapping between different pixels. This is far from optimal, as polygon edges are no longer correctly, but only poorly, smoothed. In our view this is a big faux pas which, despite the fact that we have been signaling it since 6 months to S3, has not yet been remedied.

Like with DeltaChrome, GammaChromes 2x FSAA is rather useless as it uses an identical subpixel mask. S3, however, has increased the rendersizetarget to 4.096 x 4.096, so that as a consequence 5x AA is now generally available in all resolutions. Unfortunately, none of the S3 products has sufficient power to allow reasonable frame rates with activated 5x AA.

A couple of intensive investigations revealed a different issue: alpha-blending causes serious, heavier than usual slow downs. As soon as alpha-blending is applied, games which previously ran at fine frame rates, are becoming a slide show. As an example, smoke caused by a wheel spin extremely deteriorates the performance in NFS:U. Same picture in Max Payne 2. While the game in general runs extraordinary well on DeltaChrome, just a soupcon of smoke causes a performance deterioration to just a fraction.

Alpha-blending is a method used to enable transparency effects with 256 degrees of intensity (8 bit integer). This can be among other smoke, fume, or transparent fog, which occludes the landscape in the back. In order to deliver the desired transparency, alpha-blending requires a presorting of objects in the rendering stage. This drains CPU usage and bandwidth. (texture changes cause drying up of the texture cache (klingt idiotisch)). Alpha-blending is far from being for free.

S3 Graphics have confirmed to us that this is caused by a bug in the DeltaChrome design. Adressing it requires a driver fix, specially adapted for each title, which is an extremely time consuming procedure. With GammaChrome, the bug has been fixed in hardware.

edit: Seite2 am 25/11 um 16:39 fertiggestellt

Banshee18
2005-11-24, 22:54:46
Seite 3, jetzt komplett:

Succeeding a short summary of past, current and announced graphicchip of S3:

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With Chrome-S2X-series, S3 Graphics enhances the Columbia Design a lot once more. The main focus of this architecture is completely clear arithmetical power and less texture efficiency. S3 recognized processing of a control logic of quadpipelines being too cost-intensive and time-consuming for Columbia and focuses on only one quadpipeline, high efficiency and high clocks. Unfortunately, Shader ALUs of Columbia Architecture are not able doing Co-Issue till today, what costs needlessly lots of power.

Despite some weaknesses, S3 Graphics earns our respect for consequent twice expansion of an existing architecture. According to first benchmarks on internet, the flagship of Chrome-S2X-Series, Chrome S27, is similarly powerful like Geforce 6600 DDR2 and Radeon X1300Pro - a real competitive result.


Performance examination DeltaChrome GammaChrome

Because we do not dispose of GammaChrome S18 sample despite continuous efforts, our analyses had to get by with results of Beyond3D and our own additional tests of DeltaChrome S8. Only synthetic tests had been examined, which show relative system-autonomus comparable results. However, this results are no guarantee without our own testsamples.

One thing, we anticipate: Despite only half the pipelines, GammaChrome S18 is faster than DeltaChrome S8. What´s responsible for that? Are only the above called chip-internal improvements responsible? To figure this out, we have to take again a closer look at some things. Therefore, we examine GammaChrome S18 Nitro: It is operated with 450 Mhz core- and memoryclock, unlike DeltaChrome S8 with 300/300 Mhz.

When you calculate rawfillrate of both graphicchips, DeltaChrome S8 has got approximately one third more of it. However, DeltaChrome can use this fillrate in very rare cases. First because of the above described cutting concerning quad-pipeline-control-logic, secondly because of much too less bandwidth.

On the other hand, GammaChrome does not suffer from this problems. It has got about 50% more bandwith, that it can use thanks to its twice-divided memorycontroler more efficiently. Effective fillrate of GammaChrome S18 should subject to situation (size of triangles, number of texturelayers) be equal or even higher than those of DeltaChrome S8.

Todays IMRs are quite able leaving out many hidden objects at rendering, what increases efficiency. Details for it you can find in previous article. How well you can abandon hidden objects, decides about eventual game performance. "GL_EXT_REME" (program by Humus) detects Z-Rejection performance in a special synthetic benchmark.
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HSR-Unit and ROPs are responsible for Z Rejection. In "traditional" pipeline architectures as DeltaChrome-design, it scales then with number of pipelines and clock. Remarkable is, that GammaChrome has got an enormous higher Z Rejection performance despite assumed less rawpower. We guess hierarchic Z buffer working completely, which is able cancelling a lot of pixel within a step. This was not yet the case at DeltaChrome.

For calculating realistic shadows, Stencil Shadows are used today. Examples therefore are gametitles like Riddick and Doom 3. Excessive use of Stencil Shadows certainly postulates high stencil-performance. This significantly depends on abilities and number of ROPs in GPU. In previous article we certifyed DeltaChrome a low stencilperformance by the use of Fable Mark, despite 8 ROPs. To apply Stencil Shadows effective and reduce overdraw, you often use a Z First Pass, in which Z Buffer is prerendered in first pass. There are two instead of only one renderpass necessary indeed, but a huge part of overdraw omitts - so mainrenderpass gets more incomplex. To ensure a fast Z Pass, GPU must have a high Z performance. Both of this is used very excessive at Game Test 2 "Battle of Proxycon" in 3DMark2003. Consequently this acts as an good indicator for Z-/Stencil performance of a graphicchip.

.
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GammaChrome seems to be improved very keenly in ROPs concerning Z-/Stencil. Clocknormalized, a GammaChrome Pipeline is about 3x faster concerning Z-/Stencil in GT2 than DeltaChrome Pipeline. This sounds a lot, but this is only a normalization of a previous very critical situation.

The increased core clock can almost countervail rawperformance. Keenly higher efficiency of GammaChrome than those of DeltaChrome comes along. A huge part of cuttings drops out here, because two quadpipes of GammaChrome do not have to share one triangle. Furthermore bandwith has clearly risen relative to fillrate, so that GammaChrome S18 can write a noticeable higher part of its rawfillrate than DeltaChrome S18 in framebuffer. Conveniant fillrate of GammaChrome should be higher than those of DeltaChrome. Pixelshader- and vertexshaderpower have also risen. Furthermore above mentioned unlovely bugs got fixed, so that lots of situations are going to be more trouble-free.

Banshee18
2005-11-25, 02:39:43
Clipping (http://opera.answers.com/clipping) bedeutet zwar "Abschneiden", resp "Abschnitt", aber nicht "Verschnitt". Dafür gibt's evtl ein sehr elegantes Wort, aber ich kenne es nicht.
Ich habs "cuttings" getauft, was auch nicht unbedingt besser ist. Hast du eine gute Umschreibung?

Hakkerstiwwel
2005-11-25, 08:04:34
Ich habs "cuttings" getauft, was auch nicht unbedingt besser ist. Hast du eine gute Umschreibung?
Mein momentaner Favorit waere "Overhead", bin mir aber noch nicht ganz sicher.

zeckensack
2005-11-25, 08:33:54
"Waste" wäre auch noch eine Möglichkeit, nur leider keine besonders gute ...

Ich mach' euch heute abend 'ne Korrekturlesung von den Seiten 2 und 3, wenn's recht ist.

Hakkerstiwwel
2005-11-25, 08:58:13
"Waste" wäre auch noch eine Möglichkeit, nur leider keine besonders gute ...

Ich mach' euch heute abend 'ne Korrekturlesung von den Seiten 2 und 3, wenn's recht ist.
no prob, Seite 2 wird gegen Mittag fertiggestellt (sofern mein Arbeitstag nicht zu hektisch wird :whistle: )

Banshee18
2005-11-25, 14:14:31
Ich mach' euch heute abend 'ne Korrekturlesung von den Seiten 2 und 3, wenn's recht ist.
Ist sogar erwünscht. =)

Hakkerstiwwel
2005-11-25, 16:42:22
Seite 2 fertiggestellt. Komme am WE leider nicht mehr zu Seite 4, da ich permanent unterwegs bin. Seite 4 dann naechste Woche, falls nicht jemand anders sich ihrer erbarmt.

Banshee18
2005-11-25, 16:59:53
Ich hätte auch erst nächste Woche wieder Zeit. Mir wäre es aber nicht unrecht, wenn es ein anderer macht. =)
Notfalls könnte wir es uns teilen.

zeckensack
2005-11-25, 20:33:02
Hakkerstiwwel + Cola + X

The Chrome 2x series can even top this: per pixel pipeline it features two pixel shader ALUs. According to information we received these ALUs are the same as their counterparts used by the GammaChrome series. With GammaChrome and the Chrome 2x series, S3 follows a recent trend in pipeline development, where arithmetic power is preferred over pure texturing capacity.

A closer inspection of (DeltaChrome’s) anisotropic filter revealed two serious issues. The first is that trilinear filtering seems not to work in combination with the anisotropic filter. As a consequence there is only bilinear anisotropic filtering which may lead to annoying MIP banding. According to information we received from Beyond3D, this issue has not been fixed with GammaChrome.

The second unpleasant issue is the anisotropic filter’s tendency to produce texture shimmering when applied on high-frequency textures. The trilinear filter does not produce this kind of artifacts. As soon as the anisotropic filtering is applied on high-frequency textures, these tend to produce shimmering and Moiré patterns.


The floor in the back shows a visible Moiré pattern. Animation further aggravates the issue.


A positive LOD (level of detail) improves the situation, but this also nullifies the anisotropic filter’s texture sharpening effect. As we do not have any GammaChrome test sample, we are not in a position to confirm if the shimmering issue has been resolved or not.


As mentioned before, DeltaChrome uses sparse grid supersampling anti-aliasing (SGSAA) with 2, 5, or 9 samples. SSAA, which is used in all Columbia products, renders the scene at a higher internal resolution. As an example 1024x768 with 2xSSAA is the result of rendering the scene internally at 1024x1536 or 2048x768 pixels, and scaling the image back to 1024x768 for output. As the maximum render target size is restricted to 2048x2048 it is obvious that the number of usable AA modes at higher resolution is capped.


In practice DeltaChrome’s performance is more often than not insufficient to produce playable frame rates with the higher (5x or 9x) SSAA modes anyway. However, a look at the sub-pixel pattern, the uneven AA modes and the maximum render target size got us thinking. The implementation of SGSSAA on a graphics chip is difficult and transistor consuming. It would be illogical to run this investment into the wall by so severely limiting the maximum render target size. Besides, the subpixels are distributed in an atypically regular way.


This all implies that DeltaChrome actually does use only an ordered grid. We believe DeltaChrome simply rotates the scene by the desired angle around the Z axis and then renders it. The subpixel sampling of course remains unchanged. After the scene has been rendered the pixel shader rotates the scene back into the original position, which in practise results in a sparse grid. The drawback of this procedure is a substantial overhead which once again results in a performance loss.



Bildunterschrift: The driver rotates the scene geometrically before rendering.


Bildunterschrift: The part indicated by the frame in the above picture is cropped out and rotated back. Bam. Sparse grid anti-aliasing.



Our investigations revealed still another peculiarity: since the release of the G1 driver there seems to be an error in the above procedure used to rotate the grid.


BU links: How it should be ...
BU rechts: ... and how it really is.



The orientation of the resulting subpixel pattern is now less than optimal. Both samples can now be found exactly on the pixel’s border and are overlapping between the two adjacent pixels. At first glance the pattern looks like a 4 sample one. Only if you take a closer look you can see that this is indeed not the case, but the samples are overlapping between different pixels. This is far from optimal, as polygon edges are no longer correctly, but only poorly, smoothed. In our view this is a big faux pas which, despite the fact that we have been signaling it since 6 months to S3, has not yet been remedied.


Like with DeltaChrome, GammaChrome's 2xFSAA is rather useless as it uses an identical subpixel mask. S3, however, has increased the render target size to 4096x4096, so that as a consequence 5xAA is now generally available in all resolutions. Unfortunately, none of the S3 products has sufficient power to allow reasonable frame rates with activated 5xAA.


Further investigations on DeltaChrome revealed another issue: alpha blending is very expensive, much more so than would be usual. As soon as alpha blending is applied, games which previously ran at fine frame rates, are turning into a slide show. As an example, smoke caused by a wheel spin extremely deteriorates the performance in NFS:U. The same problem can be seen in Max Payne 2. While the game generally runs extraordinary well on DeltaChrome, just a soupcon of smoke causes an extreme performance loss.


Alpha blending is a method used to enable transparency effects with 256 degrees of intensity (8 bit integer). This can be among other smoke, fume, or transparent fog, which occludes the landscape in the back. In order to deliver the desired transparency, alpha blending requires a strictly sorted rendering order for objects. This drains CPU cycles and bandwidth. (texture changes cause texture cache flushes). Alpha blending is far from being for free.



S3 Graphics have confirmed to us that this is caused by a bug in the DeltaChrome design. Adressing it requires a driver fix, specially adapted for each title, which is an extremely time consuming procedure. With GammaChrome, the bug has been fixed at the hardware level.



Anmerkungen:
Zur Übersetzung? Fast keine.

"Soupcon" find ich klasse :D
Als Alternativen wären noch "just a wee bit of smoke" oder "even the tiniest bit of smoke" möglich, falls diese exklusive Vokabel hier nicht erwünscht sein sollte ;)

Zum Text? Hrrr. Hnggg. Nicht hier.

Hakkerstiwwel
2005-11-25, 23:39:14
Zeckensack
tx 4 reviewing and the flowers :smile: :smile:
"just a wee bit" kommt etwas slangmäßig rüber, soupcon betont den exquisiten Geschmack des Übersetzers ...tada.

zum Text: joo stimmt. Beim Übersetzen der FSAA Sektion (beim ersten Durchlesen eigentlich nicht so) begann ich mich plötzlich zu fragen, was der Gute mir eigentlich sagen will. Eigentlich bin ich nach dem Übersetzen eher etwas in diesem Punkt verwirrt....

zeckensack
2005-11-26, 06:56:45
Seite 3, Banshee18 plus magisches Kraut

Current and upcoming models


The following is a short summary of past, current and announced graphics chips by S3:
DeltaChrome S8 Pro GammaChrome S18 Nitro Chrome S25 Chrome S27
Process 130nm TSMC 130nm TSMC 90nm Fujitsu 90nm Fujitsu
Shader model 2 2 2 2
Vertex pipes 4 4 4 4
Pixel pipes 8 4 8 8
Core clock 300 MHz 450 MHz 600 MHz 700 MHz
Memory clock 300 MHz 450 MHz 400 MHz 700 MHz
Memory type 128 Bit DDR 128 bit DDR 128 bit DDR 128 Bit DDR
(64 bit DDR on OEM (64/32 bit DDR or
versions) "AcceleRAM" on
OEM versions)
Geometry performance 300Mtris/s 450Mtris/s 600Mtris/s 700Mtris/s
Fillrate 2400 Mpix/s 1800 Mpix/s 4800 Mpix/s 5600 Mpix/s
Memory bandwidth 9.6GB/s 14.4GB/s 12.8 GB/s 22.4 GB/s
Multi-chip support none none none MultiChrome
Introduction early 2004 mid 2005 early 2006 early 2006
Target market at launch lower mainstream low cost/OEM low cost/OEM lower mainstream


With the Chrome S2x series, S3 Graphics majorly overhaul the Columbia design once more. The main focus of this architecture is clearly arithmetic power and not texturing performance. S3 recognized that designing a control logic that could integrate multiple quad pipelines was too costly and time-consuming for Columbia and focused on only one quad pipeline, and making that highly efficient and scaling it to high clock speeds. Unfortunately, Columbia's shader ALUs still cannot do co-issue, and that costs lots of performance.


Despite some weaknesses, S3 Graphics deserves our respect for their second consequent expansion of an existing architecture. According to first benchmarks on the internet, the flagship of the Chrome S2x series, Chrome S27, is similar in performance to the Geforce 6600 DDR2 and the Radeon X1300Pro - a really competitive result.


Performance examination DeltaChrome vs GammaChrome

Despite our continued efforts, we still do not have a GammaChrome S18 review sample, so our analyses had to be based on results from Beyond3D and our own tests of DeltaChrome S8. Only synthetic tests have been taken into account, to isolate graphics performance from any system influences. However, without having access to a review sample, we must state that these results are to be taken with a pinch of salt.


One thing up front: despite having only half the pipelines, the GammaChrome S18 is faster than the DeltaChrome S8. How can that be? Are only the aforementioned chip-internal improvements responsible? To figure this out, we have to again take a closer look at some things. Therefore, we examine GammaChrome S18 Nitro: it operates at 450 Mhz core and memory clocks, as opposed to DeltaChrome S8's 300/300 Mhz.


When you calculate raw fillrate of both graphics chips, DeltaChrome S8 has an approximate one third advantage. However, DeltaChrome can fully use this fillrate only in very rare cases. Firstly because of the aforementioned losses to the simplistic quad pipeline control logic, secondly because of severe lack of bandwidth.


GammaChrome on the other hand does not suffer from these problems. It has got about 50% more bandwidth, and can use it more efficiently thanks to its two-channel partitioned memory controller. Effective fillrate of GammaChrome S18 should be equal or even higher than those of DeltaChrome S8 depending on the situation (size of triangles, number of texture layers).


Today's IMRs can skip many occluded objects without actaully rendering them, which increases efficiency. Details can be found in a previous article (http://HierBitteDenLinkSetzen/). This occlusion culling has a large impact on real game performance. "GL_EXT_REME" (a program by Humus (http://www.humus.ca/)) is a synthetic benchmark that measures Z rejection performance.

Die Tabelle kann identisch aus der deutschen Fassung kopiert werden.


HSR unit and ROPs are responsible for Z rejection. In "traditional" pipeline architectures like the DeltaChrome, it scales with number of pixel pipelines and clock. Remarkably, the GammaChrome has got an enormously increased Z rejection performance despite its lower raw fillrate. We attribute this to a now fully working hierarchical Z buffer, which can discard lots of pixels at once. This was not yet the case with DeltaChrome.


For calculating realistic shadows, stencil shadows are widely used today. Games like Riddick and Doom 3 are examples. Excessive use of stencil shadows certainly requires high stencil performance. This significantly depends on the abilities and number of ROPs in a GPU. In a previous article (German) (http://www.3dcenter.org/artikel/deltachrome_volari/) we observed DeltaChrome's low stencil performance, despite its 8 ROPs, by using Fable Mark. To apply stencil shadows effectively and reduce overdraw, many renderers use a "Z first" pass, during which the Z buffer is prerendered. There are now two render passes instead of one, but a huge part of overdraw is eliminated -- so the main render pass gets less complex. To ensure a fast Z pass, a GPU must have a high Z performance. Both of this is used excessively in game test 2, "Battle of Proxycon", in 3DMark2003. Consequently this can act as a good indicator for Z and stencil performance of a graphics chip.


Tabelle unverändert aus der deutschen Fassung kopieren


GammaChrome seems to feature drastically improved ROPs, concerning z and stencil performance. Normalized for clock, a GammaChrome pipeline is about 3 times as fast at handling z and stencil in GT2 as a DeltaChrome pipeline. This sounds like a lot, but this only brings a previous critically weak spot up to normal standards.


The increased core clock can almost balance out the raw performance. Add to that the significantly higher efficiency of GammaChrome over DeltaChrome. Much less of its potential goes wasted because there is no second quad pipeline to battle over a triangle with. Furthermore the bandwidth-to-fillrate ratio has risen over DeltaChrome S8, so that GammaChrome S18 can translate an appreciably higer portion of its raw fillrate into framebuffer writes. Real-world fillrates of GammaChrome should be higher than those of DeltaChrome. Pixel shader and vertex shader performance have also risen. And the aforementioned ugly bugs got fixed, so that lots of situations are going to work more smoothly.



========EOP==========


Anmerkungen:
Succeeding (http://opera.answers.com/Succeeding) ist nicht "Das folgende". Succession (http://opera.answers.com/Succession) ist zwar ebenfalls "Nachfolge", aber im Sinne von Wechsel und Ablösung, zB Thronfolge. Es hat auch noch eine "wieder und wieder"-Bedeutung ("in rapid succession"), aber auch diese ist hier fehl am Platz.

"Power" ist eine sehr unglückliche Übersetzung für "Leistung", weil es gerade im Bereich der Chips stark mit "Leistungsaufnahme" (http://opera.answers.com/main/ntquery?method=4&dsid=2040&dekey=power-el&gwp=8&curtab=2040_1&linktext=power%2C%20electric) besetzt ist. "Power (http://opera.answers.com/topic/power?method=5&linktext=power)" bedeutet "Macht" und somit zwar die Voraussetzung für Leistung, aber nicht direkt und allgemein Leistung selbst. IMO.

"Convenient" ist bequem, und vielleicht praktisch im gleichen Sinne wie eine Damenhandtasche, aber nicht so praktisch wie es hier im Text angedacht war.

"Above mentioned" ist doof und grammatikalisch falsch (wenn schon dann bitte "(as) mentioned above"). "Aforementioned" ist besser.

zeckensack
2005-11-26, 09:28:46
Zeckensack
tx 4 reviewing and the flowers :smile: :smile:
"just a wee bit" kommt etwas slangmäßig rüber, soupcon betont den exquisiten Geschmack des Übersetzers ...tada.Slang? "a wee bit" ist IMO eher harmlos, süß und mit falschen Hasenohren auf dem Kopf :D
Die neutrale Variante wäre "even the tiniest bit of smoke".

zeckensack
2005-11-26, 09:53:50
Seite 3 steht.

Banshee18
2005-11-26, 21:17:29
Da ist aber nicht mehr viel vom ursprünglichen Text übrig. Mein Fehler war, dass ich zwanghaft versucht habe, möglichst wörtlich zu übersetzen, was meistens schlecht ist, oder? Ich habe das bewusst so gemacht, um den Text möglichst wenig zu verfälschen, könnte aber auch anders.
Ich erwarte natürlich nicht, dass du auf jeden Satz eingehst, mit ein wenig konkreter Kritik kann ich aber vielleicht doch noch ein wenig nützlich werden. Nur zu, ich kann (öffentliche) Kritik ertragen. =)

zeckensack
2005-11-26, 23:29:01
Da bin ich echt nicht zimperlich gewesen :D

KK, nun gut.
#1
"With Chrome-S2X-series, S3 Graphics enhances the Columbia Design a lot once more."
"Chrome S2x series" ohne Bindestriche.
"design". Klein schreiben. Es ist nicht Teil des Eigennamens Columbia.

Und dann warf ich einen Blick ins Original und fand "... bohrt S3 Graphics das Columbia Design nochmals ordentlich auf". "Enhance" fand ich zu schwach, deswegen ausgetauscht durch "major overhaul". Und das "once more" hätte eigentlich drinbleiben sollen, habe ich wohl unterwegs verschlampt :|
*editier*

#2
"The main focus of this architecture is completely clear (?) arithmetical power and less texture efficiency."
"Ganz klar" mit "clearly" zu übersetzen ist schon stark genug. Da hier Adverbien gefragt sind müsste es vollständig "totally clear[/i]ly[/i]" heißen, aber das holpert, von daher die Kurzfassung.
Zu "power" hatte ich schon was geschrieben.
Die Nummer mit der Textureffizienz ist ... schlecht. Zurückübersetzt lautet dein Satz "Der Schwerpunkt dieser Architektur ist ganz klar arithmetische Leistung und weniger Textureffizienz". Das ist zweideutig. Es könnte bedeuten dass geringere Textureffizienz ein Design-Ziel war, und das woll'n wir doch nicht sagen.

#3
"S3 recognized processing of a control logic of quadpipelines being too cost-intensive and time-consuming for Columbia and focuses on only one quadpipeline, high efficiency and high clocks."

"Processing" <=> "Entwicklung"? Nein. Development.
"quad pipeline" auftrennen.
Darüberhinaus kam der Satz unter die Anpassungssäge, weil IMO auch das Original nicht genügend ausformuliert war. "Eine Steuerlogik der Quadpipelines", tja, was soll das denn sein? Ich habe mir die Freiheit gegönnt das ein wenig auszuführen.

#4
"Unfortunately, Shader ALUs of Columbia Architecture are not able to do Co-Issue till today, what costs needlessly lots of power."

"architecture" klein schreiben (auch kein Teil des Eigennamens).
"shader" und "co-issue" ebenfalls. Ist schließlich keine Marke oä.
Vor "shader ALUs" gehört ein Artikel, weil von spezifischen ALUs die Rede ist (nämlich denen der Columbia-Architektur). Ist auf deutsch auch nicht anders.
"till" ist Slang und sollte daher vermieden werden.

"Die Katze ist tot, was blöd ist."
Diese Sorte "was" ist auf garkeinen Fall mit "what" zu übersetzen, sondern wenn schon mit "which". Geht hier auch nicht, denn das "which" würde sich an "co-issue" binden anstatt wie geplant an die Gesamtaussage des Hauptsatzes -- "which" funktioniert in solchen Konstrukten nur dann eindeutig, wenn der Hauptsatz mit einem Adjektiv abschließt. Von daher fiel die Wahl auf die eindeutige Alternativ-Phrase "and that".

Deutsch ist da nachgiebiger, weil wir diese Verkettungsform ziemlich oft verwenden. Wenn du den Original-Satz aber mal mit Absicht versuchst falsch zu lesen, wirst du sehen dass das durchaus funktioniert, das Problem der Mehrdeutigkeit des Bezugs also auch auf deutsch schon existiert.

"needlessly lots of power" -- lots ist ein Substantiv, ergo gehört ein Adjektiv davor, und kein Adverb. "needless lots of power" wäre richtig.
"Needless" habe ich dann aber ganz rausgeschmissen, weil's mir irgendwie spanisch vorkam. Laut dict.leo.org ist das Wort hier völlig in Ordnung. Keine Ahnung. Könnten wir auch wieder reinbauen.


#5
"Despite of some weaknesses, S3 Graphics earns our respect for consequent twice expansion of an existing architecture."

earn (http://opera.answers.com/earn)!=deserve (http://opera.answers.com/deserve)
"consequent (http://opera.answers.com/earn)" ist nicht "konsequent", sondern zeitlich oder logisch nachfolgend. "Konsequent" gibt's AFAIK nicht präzise auf englisch. Als erste Näherung fiele mir jetzt "thorough"~="gründlich" ein.
"twice" qualifiziert Verben, aber keine Substantive. "double expansion" wäre richtig, aber hier IMO extrem holprig. Deswegen kam der Satz auch noch weiterführend unter die Säge.

#6
"According to first benchmarks on internet, the flagship of Chrome-S2X-Series, Chrome S27, is similarly powerful like Geforce 6600 DDR2 and Radeon X1300Pro - a real competitive result."
Artikel vor "internet" fehlt. Artikel vor "Chrome S2x series" fehlt, das ganze wieder bitte ohne Bindestriche.
Die Apposition ist völlig in Ordnung :)

Bei Vergleichen (außer beim Komparativ ...) nicht "like", sondern "as" verwenden, also "similarly powerful as ...". Das ist aber immer noch blöd, weil man eigentlich "similar to" sagt, und das dann IMO holpert wie Sau. "Powerful" rausgekegelt, kein passendes Adjektiv zu "performance" gefunden (keinen Bock auf "fast" gehabt), kurz nochmal nachgedacht und dann eben umgestrickt zu "similar in performance to".

"A real competitive result" ist entweder
1)Ein echtes konkurrenzfähiges Ergebnis. Blöd. An der Echtheit der Ergebnisse hatten wir nicht gezweifelt.
oder
2)Falsch :D -- es müsste "really" heißen.
oder
3)Ein echt konkurrenzfähiges Ergebnis, boa Alder krass ("really" zu "real" zu verkürzen ist Slang).

#7
"Performance examination DeltaChrome GammaChrome"
Satz kein Verb und Artikel fehlt aber zwei Subjekte.

#8
"Because we do not dispose of GammaChrome S18 sample despite continuous efforts, our analyses had to get by with results of Beyond3D and our own additional tests of DeltaChrome S8."

Artikel fehlen.
"To dispose of sth (http://opera.answers.com/dispose%20of)" heißt sich etwas zu entledigen, bzw salopp: wegschmeißen! "Having sth at our disposal" ist was anderes, und wäre hier richtig.
"Continuous"~="kontinuierlich", nicht "anhaltend", das wäre "continued" oder "continuing".
"Get by"~="sich durchschlagen" würde ich nicht auf unbelebte oder gar unmaterielle Sachen wie Analysen anwenden. "We get by by eating mushrooms" wäre okay, weil's dann Personen sind.
"Results of" bindet an eine Aktion, nicht an ein Substantiv. Das Ergebnis des Auspressens einer Orange ist Saft. Das Ergebnis einer Orange per se kenne ich nicht :D
Wenn man etwas von irgendwoher holt, ist "from" zu benutzen.

Uswusf :)

Banshee18
2005-11-27, 02:18:27
"Processing" <=> "Entwicklung"? Nein. Development.
http://dict.leo.org/?lp=ende&lang=de&searchLoc=0&cmpType=relaxed&relink=on&sectHdr=on&spellToler=std&search=processing :|

"Performance examination DeltaChrome GammaChrome"
Das steht so im Artikel. ("Performancebetrachtung DeltaChrome - GammaChrome")

"Get by"~="sich durchschlagen" würde ich nicht auf unbelebte oder gar unmaterielle Sachen wie Analysen anwenden. "We get by by eating mushrooms" wäre okay, weil's dann Personen sind.
"Get by" heißt imho auch "auskommen mit"


Das Meiste waren Leichtsinnsfehler, über die ich mich im Nachhinein selbst ärgere. :mad: Ein paar Sachen hab ich aber auch gelernt, dank deiner Korrektur. =) Danke.
Es gibt nochwas, das ich partout nicht kapiere: Wann macht man Bindestriche und wann nicht?

MfG

Banshee

zeckensack
2005-11-27, 09:39:54
http://dict.leo.org/?lp=ende&lang=de&searchLoc=0&cmpType=relaxed&relink=on&sectHdr=on&spellToler=std&search=processing :|]Allerdings :|
Ich habe da einen Verdacht.
Einen Film entwickeln (von der Kamera, die älteren werden sich erinnern ...) heißt "process", weil der Film dabei eben einige Bearbeitungsschritte durchläuft. Aber das ist doch eine andere Sorte "Entwicklung" als das was hier gemeint ist: etwas entwerfen und umsetzen. Gibt dict.leo.org da keinen Kontext an?

Hier (http://opera.answers.com/process) nochmal answers.com. Man beachte die Beispiele:
"processing newly arrived immigrants; process an order"
"process ore to obtain minerals"

Das steht so im Artikel. ("Performancebetrachtung DeltaChrome - GammaChrome")Ja. Das so stark zu verkürzen ist IMO trotzdem ein Germanismus. Man kann in Überschriften/Titeln schon was weglassen (mindestens den ersten Artikel), aber nicht so viel wie auf deutsch. Fällt mir jetzt auch schwer das zu erklären :|

"Get by" heißt imho auch "auskommen mit"Natürlich heißt es das :)
Aber wörtliche Übersetzbarkeit ist eben oft trügerisch. Es gibt für viele Phrasen Nuancen in der Anwendbarkeit, und in dem Fall vertraue mir bitte wenn ich sage dass "get by with" im Sinne von "auskommen mit" einen Unterton von Mitleidschinden hat, und das passt einfach nur auf empfindungsfähige Wesen.
Hier der (schwache ...) Eintrag dazu bei answers.com (http://opera.answers.com/get%20by).
"Get by sth" im Sinne von "An etwas vorbeikommen" ist da universeller, aber passt hier nicht. Robbitop wollte uns an der Stelle nicht sagen dass er seine Analysen an einem Prüfer vorbeigemogelt hat.

Das Meiste waren Leichtsinnsfehler, über die ich mich im Nachhinein selbst ärgere. :mad: Ein paar Sachen hab ich aber auch gelernt, dank deiner Korrektur. =) Danke.
Es gibt nochwas, das ich partout nicht kapiere: Wann macht man Bindestriche und wann nicht?

MfG

BansheeOh oh, gute Frage. Dazu gibt's bestimmt irgendwo ein Regelwerk ... nur ich weiß nicht wo.

Hakkerstiwwel
2005-11-28, 13:03:10
letzte Seite

Page 4

In the following round up we are going to compare both architectures’ efficiency in terms of pixel shading, in order to see how S32 has evolved in this regard. In order to obtain a representative image, it is important to harmonize the results between both chips, so that the effects of both frequency and the number of pipelines are netted out. DeltaChrome sports 8 pipelines, while GammaChrome has only 4, but has a higher clock frequency: 450 vs 300 Mhz.

Therefore the following comparison measures the difference per pipeline and clock cycle. As benchmark we used the Shadermark. This synthetic test has only one bottle-neck: the shader-power. The rest of the system is not important. Therefore, in this special case we could pit Beyond3D’s results against our own ones.


Table


Shadermark’s FP24-Mode reveals even bigger gains

Table2

Considering the fact that GammaChrome is just a refresh, we can say that he increase in efficiency (specially in the FP24Mode) is respectable. A revved up GammaChrome with a second quadpipe and the appropriate clock frequencies (as planned with ChromeS25/27) could breathe new life into the original Columbia design. Chrome-2X will then take on the helm and further improve the performance per clock/pipeline. As currently we are lacking a test sample, we are unable to verify this claim for the time being, but will certainly do so as soon as practible.

The Drivers

Since DeltaChrome has been introduced, its drivers have had a fair development. In October 2003, there was only a limited number of playable games. Performance was not great either. The Open-GL driver seemed to be a big construction area (or maybe better: was a big mess), as most extensions were not available. Following the subsequent releases of Far Cry, Half-Life2 and Doom3 both the Direct3D and Open-GL parts of the driver seem to have had a bigger revamp. Performance and compatibility have greatly improved. Nearly each new driver release is accompanied by a number of game fixes and from time to time, there are performance enhancements.

CPU usage however has been a problem since the beginning, the driver consumed lots of CPU Power. Hence nearly all titles were CPU bound – in nearly all resolutions. This has been remedied partly meanwhile, but is still higher than with the big competition. S3 has confirmed that CPU usage indeed is an issue, but is caused by a bug in DeltaChrome’s design. This bug should be fixed with GammaChrome.

The author of this article, who has been using a DeltaChrome since one year and a half, has the firm belief that indeed drivers have been tremendously improved considerably. There are nearly no concessions left in the daily usage of the card. Driver development is painful in the the early stages of a new architecture, Ati’s R300 and nVidia’s nv30/40 show even big players are not immune against this. With S3’s relatively small driver development team they remain however at a disadvantage versus Ati and nVidia. As Chrome-2x shares the Columbia Architecture with the current offerings Delta- resp GammaChrome, there is however hope that the new chip will have a relatively mature driver package to its disposal upon launch.

In order to highlight the driver development we have compiled a small driver comparison with the following test system:

Intel P4 3000 @ 3600 (FSB240)
2x 512 MB DDR333 @ DDR384, 2.5-3-3-8
S3 DeltaChrome S8 Pro
Drivers 15.11.06j/15.13.04f1/15.13.04h/15.15.08c/15.1607

The results in the table are written down chronologically, so that the driver development can be seen at one glance

Table

As can be seen from the above, S3’s drivers have been considerably improved. This is valid for both, compatibility as well as speed.

S3’s future

With the introduction of Chrome-2x at the beginning of next year, S3 might be in a position to increase market share. Although the new chip os still based on the GammaChrome design, S3 will finally offer 2Quad aka pipelined Chips again. Besides this, the clock speed will be raised considerably thanks to Fujitsu’s new 90nm process.

The S25 is scheduled to be mainly an OEM product, so there should be a number of versions with a 64bit memory interface only. The Chrome 2-X, however, is scheduled to be pitted against the GeForce 6600 as well as the Radeon X700 resp X1600 baring a prize tag of around USD/EUR 100. The planned clock speeds of 700/700 promise to make S27 an interesting and performing offering in the mainstream market.

Like Ati and nVidia, S33 plans to introduce multi card offerings as well. Chrome S-27 will feature the SLI or Crossfire alternative “MultiChrome”, which will allow the parallel usage of 2 graphics boards. Contrary to its competitors, S3 plans to make “MultiChrome” available on all mainboard chipsets. This raises the chance that MultiChrome will work with all mainboards which offer two PEG Slots. We believe that MultiChrome will be based on a simplified AFR method only.

Coupling 2 Chrome S27 cards via MultiChrome will deliver 11,2 Gigapixels of trilinear fill rate, plus a memory bandwidth of 44,8 GiB/s, which is fairly high for a mainstream offering. This might be enough to enable 5x Super Sampling AntiAliasing in combination with the anisotropic filter (of course depending on the fact that the two S27 chips will deliver playable frame rates in this mode)

To cut a long story short: S3 has good chances to achieve favourable results in the graphic chips markets as of next year. This however may be put at risk if –like already happened in the past- S3 will be unable to deliver according to their schedule to have Chrome 2X available at the beginning of next year. Should there be new delays, Ati and nVidia will in the meantime launch new products again, and S3 will simply no longer be able to sell the Chrome 2X chip in quantities.

In the long run there will be the Direct3D10 project “Destination films” which has been in the project phase since a long time now. Due to the delays caused by Microsofts rescheduled Windows Vista launch, this will not be relevant before H2/2006, anyway not before Ati and nVidia will have launched there own Direct3D10 parts. Up to date there are no technical specs to “Destination Films” available, with the only known facts being Direct3D10 and Shader Model4

Hakkerstiwwel
2005-11-28, 13:31:32
Slang? "a wee bit" ist IMO eher harmlos, süß und mit falschen Hasenohren auf dem Kopf :D ".
Nebel mit Hasenohren und womoeglich Kulleraugen? Warum denke ich da an Playboy? :ferkel:
Im Ernst: ich kannte wee bis dato nur von "the wee one", kommt halt davon wenn das Englisch FT und businnes gepraegt ist. Tx 4 clarification anyhow.

Die neutrale Variante wäre "even the tiniest bit of smoke".
der original Satz "lautet ein bisschen", sogar "the tiniest bit of" bliebe nicht mehr neutral. Etwas Uebertreibung als Stilmittel sollte aber erlaubt sein.

Noch mal Danke fuer dein Review, mein Dank auch an Banshee.

Hakkerstiwwel
2005-11-28, 13:41:26
"Get by" heißt imho auch "auskommen mit"
.
MfG

Banshee
Zusatz zu Zeckensack

wird oefter gebraucht im Zusammenhang mit eher niedrigen Ausgangsdaten z.b. "get by with this salary" -> ich komme mit einem verhaeltnismaeßig niedrigen Gehalt aus

zeckensack
2005-12-05, 15:49:49
Ich drohe hiermit an, die Seite vier heute abend nachzuschleifen.

Hakkerstiwwel
2005-12-05, 16:04:08
jo, tu das bitte. Im Abschnitt der "table2" folgt, habe ich mich etwas verrannt, und weiss nicht so recht wie ich da wieder rauskommen soll...

zeckensack
2005-12-05, 19:18:14
Hakkerstiwwel mit Salz und Mojo

Page 4

In the following round up we are going to compare both architectures' efficiency in terms of pixel shading, in order to see how S3 has progressed in this regard. To this end we need to normalize the results to factor out the difference in pipeline count. DeltaChrome sports 8 pipelines, while GammaChrome has only 4, but has a higher clock frequency: 450 vs 300 Mhz.

So the following is a comparison of performance per pipeline and clock cycle. We used Shadermark. This synthetic test has only one bottleneck: shader performance. The rest of the system is irrelevant. Therefore, in this special case, we could pit Beyond3D's results against our own.


Tabelle aus dem Original kopieren. Einzige Änderung:
"Leistungssteigerung pro Pipe" <=> "Performance gain per pipe"


Shadermark’s default FP24 mode reveals even bigger gains.


Nochmal Tabelle kopieren. Gleiche Änderung.


As you can see, for a refresh, the increase in efficiency is respectable, especially in FP24 mode. A revved up GammaChrome with a second quad-pipe and the appropriate clock frequencies (as planned with Chrome S25/S27) could breathe new life into the original Columbia design. Chrome S2x will then see further improvements in performance per clock and pipeline. As we do not have a test sample, we are unable to verify this claim for the time being, but will certainly do so as soon as possible.



The drivers



Since DeltaChrome has been introduced, its drivers have made a fair amount of progress. In October 2003 the number of playable games was quite limited. Performance was not great either. The OpenGL driver seemed to be a big construction ground, with most extensions missing. Following the subsequent releases of Far Cry, Half-Life 2 and Doom 3 both the Direct3D and OpenGL parts of the driver seem to have received bigger revamps. Performance and compatibility have greatly improved. Nearly each new driver release is accompanied by a number of game fixes and, from time to time, there are also performance enhancements.


CPU usage however has been a problem since the beginning, the driver consumed lots of CPU cycles. Hence nearly all titles were CPU bound – in nearly all resolutions. This has been somewhat improved meanwhile, but is still apparent in comparison to the big competition. S3 has confirmed that CPU usage indeed is an issue, but is caused by a bug in DeltaChrome’s design, and that bug, according to S3, is fixed with GammaChrome.


Yours truly, who has been using a DeltaChrome for one year and a half, believes that the drivers have improved significantly. There are nearly no concessions left in the daily usage of the card. Driver development is painful in the the early stages of a new architecture. Ati’s R300 and nVidia’s nv30/40 show that even big players are not immune against this. S3 with their relatively small driver development team remain at a disadvantage versus Ati and nVidia. However, as Chrome 2x belongs to the same Columbia architectural family as the current offerings, DeltaChrome and GammaChrome, there is hope that the new chip will have a relatively mature driver package to go with at launch.

To show the progress in driver development we have compiled a quick comparison with the following test system:

Intel P4 3000 @ 3600 (FSB240)
2x 512 MB DDR333 @ DDR384, 2.5-3-3-8
S3 DeltaChrome S8 Pro
Drivers 15.11.06j/15.13.04f1/15.13.04h/15.15.08c/15.1607

The results in the table are in chronological order.



Tabelle unverändert kopieren



As can be seen from the above, S3’s drivers have been considerably improved, in terms of both compatibility and speed.

S3’s future

With the introduction of Chrome 2x at the beginning of next year, S3 might be in a position to increase their market share. Although the new chip is still based on the GammaChrome design, S3 will finally offer updated chips with two quad-pipelines. On top of that the clock speed is supposed to be considerably higher thanks to Fujitsu’s new 90nm process.


The Chrome S25 is intended as mainly an OEM product, so there should be a number of versions with a 64 bit memory interface only. Chrome 27, however, will be pitted against the GeForce 6600 as well as the Radeon X700 and X1600, bearing a price tag of around 100 USD/EUR. S27's planned clock speeds of 700/700MHz promise to make it a very competitive mainstream offering.



Like Ati and nVidia, S3 plans to introduce a multiple-board technology as well. Chrome S27 will feature the SLI or Crossfire alternative “MultiChrome”, which will allow the parallel usage of two graphics boards. Contrary to its competitors, S3 is willing to cooperate with all chipset vendors, and plans to make “MultiChrome” available on all mainboard chipsets. This might mean that, best case, MultiChrome will work with all mainboards with two PEG Slots. We believe that MultiChrome will be based on a simple AFR method only.


Coupling two Chrome S27 cards via MultiChrome will deliver 11.2 giga-pixels of trilinear fillrate, plus a memory bandwidth of 44.8 GB/s, which is fairly high for a mainstream offering. This might be enough to reasonably use 5x super sampling anti-aliasing in combination with the anisotropic filter in some games. The resulting image quality should be very high, what remains to be seen is the performance of dual S27 cards in this mode.


With all that said and done, S3 has a good chance of being successful next year. This, however, will largely depend on their ability to deliver product on schedule -- a recurring theme for S3. Chrome 2x series cards must be available early in the year. Should there be further delays, Ati's and nVidia's next round of products will come out, and will make the Chrome 2x a hard sell.


Further out on the horizon there's the Direct3D10 project dubbed “Destination films”, which has been in the making for a very long time now. Due to the delays caused by Microsoft's rescheduled Windows Vista launch, this will not be relevant before H2 2006, in any case not before Ati and nVidia will have launched their own Direct3D 10 parts. Up to date there are no technical specs to “Destination Films” available, with the only known facts being Direct3D 10 (also known as "WGF2") and shader model 4.

zeckensack
2005-12-05, 19:19:29
Anm:
... ich glaube du warst sehr müde oder anderweitig unkonzentriert. Soooo viele Anfängerfehlerchen :usad:

Die Invasion der "therefore"s wurde etwas eingedämmt. Man sollte das nicht ständig wiederholen IMO, zumal es sowieso schon eine hochgestochene Form ist.

"FP24-Mode". Ohne Bindestrich bitte, und "mode" klein.

"As we currently ... for the time being ...". Doppelt, unelegant. Eins davon musste weg.

"Practible"? "Practical" war wohl angedacht.

"big construction area (or maybe better: was a big mess)"? Im Ernst? Wäre IMO stark übertrieben, in Bezugnahme auf's Original.

"Open-GL" heißt "OpenGL" (http://www.opengl.org/) ;(

"Half-Life2" ... heißt "Half-Life 2" (http://www.half-life2.com/overview.html) ;(

"Nach Meinung des Autors ... haben sich die Treiber deutlich verbessert" =>
"... has the firm belief that indeed drivers have been tremendously improved considerably."? oO

"Prize" -- und da sind sich Amis und Briten einig -- ist ein Preis in einem Gewinnspiel. "Price" ist ebenso kontinentübergreifend der Preis der hier gemeint war.

"Schedule" ist immer ein Zeitplan. Von daher ist "scheduled" manchmal, wie zB an einigen Stellen hier im Text, nicht mit "geplant" austauschbar. "X is scheduled to be pitted against Y" ist eine sehr unglückliche Übersetzung.

Btw #1, bei deinen Apostrophen weiß ich nicht ob die besser oder schlechter sind als meine.
Deins: ’
Meins: '

Das ’ ist AFAIK ein echtes Anführungszeichen. Evtl mal aths fragen, ob der dazu eine Idee hat.

Btw #2, Kapitalisierung in Zwischenüberschriften: du hattest einmal "The Drivers" und einmal "S3's future". Kann man beides machen, aber es sollte dann auch konsistent sein.

robbitop
2005-12-05, 20:30:28
Danke für eure Mühen!!
Wenn das Teil Online geht, möchte ich natürlich (thx @zecki 4 hinweis), dass die Übersetzenden jeweils erwähnt und gelobt werden. Ist das in einer Danksagung ok oder wie könnte das am Besten passen?

Zecki hat absolut Recht, dass man nicht alle in den Topf "Übersetzungsteam" werfen kann, damit wird hervorragende Arbeit nicht gewürdigt.

Hakkerstiwwel
2005-12-06, 08:14:26
@ zeckensack
danke fuers review. Jo, nachdem ich das Ganze noch mal ueberlesen habe, hast Recht. War aber auch viel los an dem Tag hier, und ich wollte das Ding so zwischendurch noch auf die Schnelle fertigbekommen. Woher eigentlich deine wie ich neidvoll anerkennen muß hervoragenden Kenntnisse der Sprache Shakespears?
@ robbi
Ruhm und Ehre sind zweitrangig, wenn die Uebersetzung schnellstmoeglich online geht bin ich schon zufrieden.
edit nochmal @ zecke
"have gotten" -> amerikanische Unsitte: Pfui
"yours truly has been using": bist du dir hier sicher ueber den Gebrauch ueber den Gebrauch von "yours truly"? IMO wird dieses nur als Grußform verwendet, lasse mich aber gerne eines besseren belehren.

zeckensack
2005-12-07, 16:42:01
@ zeckensack
danke fuers review. Jo, nachdem ich das Ganze noch mal ueberlesen habe, hast Recht. War aber auch viel los an dem Tag hier, und ich wollte das Ding so zwischendurch noch auf die Schnelle fertigbekommen. Woher eigentlich deine wie ich neidvoll anerkennen muß hervoragenden Kenntnisse der Sprache Shakespears?Ich bin ein alter Sack und habe viel gelesen und zugehört.
*schulterzuck*
Danke :)
edit nochmal @ zecke
"have gotten" -> amerikanische Unsitte: PfuiJa, hast Recht. Ich hab's ausgetauscht durch "have received". Hatte kurz mal "have undergone" im Hinterkopf, aber das war mir dann zu dreist lyrisch :D
"yours truly has been using": bist du dir hier sicher ueber den Gebrauch ueber den Gebrauch von "yours truly"? IMO wird dieses nur als Grußform verwendet, lasse mich aber gerne eines besseren belehren.Ziemlich sicher. ZB: http://www.privacyclue.com/index.php/20050804/yours-truly-on-dateline-nbc/
Wenn du beim Inquirer nach "yours truly" suchst, wirst du sicher auch tausende von passenden Treffern kriegen.

"Yours truly" heißt in Artikeln einfach "ich", genau so wie in deutschen Artikeln "Der Autor" "ich" heißen kann. Das existiert in beiden Fällen weil Alternativen ala "I, the author" sich total blöd (und egozentrisch) lesen.

Das ist einfach Journalistenjargon. So wie man üblicherweise "wir (sind (zB) der Meinung)" schreibt, auch wenn man exakt sich selbst meint, um sich nicht von seinem Medium und seinen Kollegen zu distanzieren.

aths
2005-12-07, 16:48:39
Btw #1, bei deinen Apostrophen weiß ich nicht ob die besser oder schlechter sind als meine.
Deins: ’
Meins: '

Das ’ ist AFAIK ein echtes Anführungszeichen. Evtl mal aths fragen, ob der dazu eine Idee hat.Auf Windows-Systemen '.

robbitop
2005-12-07, 16:50:41
Ich hab ne PDF nun an Leo geschickt. Kann aber anhand der aktuellen Warteschleife noch ein wenig dauern bis zum Release.

Hakkerstiwwel
2005-12-08, 08:30:40
Brauchen die ueberarbeiteten Passagen (2->1 Quad) noch einen Fix? Wenn ja koenntest du mir sagen wo genau du etwas ueberarbeitet hast?

robbitop
2005-12-08, 09:35:59
ich schicke dir die PDF mal per Mail, wenn du mir deine Adresse gibst. :)
Habe die Stellen mal eben gefixt ja.

Hakkerstiwwel
2005-12-08, 10:37:27
pdf seite 3
"rumor has it that this deficit has been removed with the GammaChrome Design. Apperntly the control logic has been modified in so far that each quad pipe can now work on a separate triangle"
passt jetzt nicht mehr, sollte gestrichen werden
pdf seite 13 erster Abschnitt
sollte geaendert werden in:
Although the new chip is still based on the GammaChrome design, its Shader Performance per pipeline will be doubled.

Lese das Ganze noch ein paar Mal durch, eventuell sehe ich noch was.
edit 11:45
seite 13 geaendert nachdem ich das abgeaenderte Original gelesen habe

Leonidas
2005-12-31, 21:02:16
Da ich momentan oft offline bin, hab ich viel Zeit, mich um sowas zu kümmern. Ergo: Ich mach das in den nächsten Tagen.